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Configurable Event Priority & Bugfixes (#209)
* add event priority fix crop stomp queuing inputs while chart is paused fix rhythm tweezers not killing queued inputs when switching veggies * file cleanup * remove debug print * remove more files
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@ -152,6 +152,7 @@ namespace HeavenStudio
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public bool resizable = false;
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public List<Param> parameters = null;
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public bool hidden = false;
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public int priority = 0;
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public EventCallback inactiveFunction = delegate { };
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public EventCallback preFunction = delegate { };
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@ -169,7 +170,9 @@ namespace HeavenStudio
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/// <param name="inactiveFunction">What the block does when read while the game it's associated with isn't loaded.</param>
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/// <param name="prescheduleFunction">What the block does when the GameManager seeks to this cue for pre-scheduling.</param>
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/// <param name="hidden">Prevents the block from being shown in the game list. Block will still function normally if it is in the timeline.</param>
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public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false)
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/// <param name="preFunction">Runs two beats before this event is reached.</param>
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/// <param name="priority">Priority of this event. Higher priority events will be run first.</param>
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public GameAction(string actionName, string displayName, float defaultLength = 1, bool resizable = false, List<Param> parameters = null, EventCallback function = null, EventCallback inactiveFunction = null, EventCallback prescheduleFunction = null, bool hidden = false, EventCallback preFunction = null, int priority = 0)
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{
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this.actionName = actionName;
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if (displayName == String.Empty) this.displayName = actionName;
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@ -182,6 +185,8 @@ namespace HeavenStudio
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this.function = function ?? delegate { };
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this.inactiveFunction = inactiveFunction ?? delegate { };
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this.preFunction = prescheduleFunction ?? delegate { };
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this.priority = priority;
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//todo: converting to new versions of GameActions
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}
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